Monarch Training 2

Admiral Kutzov

Idiot Emeritus
Joined
Feb 5, 2002
Messages
4,900
Location
Central Pennsyltucky
Game Settings
Software: CSC v1.22
Our civ: England
Level: Monarch
Variant: No research, period!
Target Victory: ?
Landmass: Archipelego, 80% water
World Size: Standard
Barbs: Roaming
Rivals: 9, random

Rules (thanks to Lkendter)
1st player gets 20 turns, 10 per therafter
STRICT 24 hours got it, total 48 to complete.

The following tactics are PROHIBITED:

RoP Rape - if you have to ask...

RoP Abuse that includes things such as irrigating all tiles with a city building wonders, denying resources with a RoP, putting a unit to block a land bridge, etc.

Scout resource denial - parking a scout on a resource, as the AI won't ask scouts to leave. The same scenario also applies to workers.

False Peace Treaties (must wait for the 20 years to end).

The negative science exploit - you can run a huge deficit (-250 / turn) of negative cash with a token penalty of one lost worker / cheap building. If cash will go below zero, the research level must be dropped.

Ship chaining exploit - you can move a ship, unload troops to another ship, move that ship, etc. This allows you to ship an indefinite distance, and that is why I consider it an exploit.

Resources disconnect / connect exploit - I consider most resource tactics fine. Delaying to hook a resource, trading it away etc is fine. The exploit is to do this every turn. Build a stack of horses, connect saltpeter, upgrade to cavalry, and disconnect.

Palace Jump - You abandon the capital city to move the palace to a new location. If you want to move the palace, build a new palace.

Variant Rules - No Research, Ever!

Science slider must be set to 0 at all times.
No Scientists may be hired (or tolerated) in any of our settlements.

Libraries, Universities & Research Labs are okay for their cultural impact. The Great Library is also allowed.

Roster:
Admiral K
D. Richter (pikeman)
danz
Sir Clive
keiji
viper275
(open mentor only, otherwise roster full)

The start:
 
Sign me in as a part of the trainees.

All other thing can be random for me. I also prefer no special civ.
A huge map seems to be ok for me too.
 
Good luck with the SG, I will be watching as this is about my level and i need to pick up some diplomacy tricks.

(too busy to sign up ATM)
 
Welcome aboard detlef richter. Hopefully we can attract some more interest now that I've fleshed out the game a little.
 
I'd like to join in the fun!

Although I've never taken part in a succession game, I've been playing Civ 1/2/3 for years, and can win on Deity most of the time. I just purchased on C3C after months of lurking around, waiting for a few patches to come out, and now I'm sorry I didn't get it sooner... the new units, abilities, and especially the army revamp are all awesome! Sid level is a lot of fun, too.

My only request would be to play on a normal size or smaller map, because otherwise the game will take so long we'll forget why we started playing! But if everyone else likes Huge maps, I'll play along.

- danz
 
Hi Admiral - enjoyed playing with you on my first succession game so I would definitely be up for this .

However with Clive1 still ongoing , work very busy and RL very busy I might have to skip the odd turn.

I've been trying to apply all of the tactics I have learned from Clive1 to my own games and find I have improved a lot.

I think one of the reasons we did so well was (in addition to the great teamwork and lurker advice) was because we were large map , expansionist and pangaea which meant we managed to build up a very solid core pretty quickly .

I tend to play with random map and civ and I have found continents / archi much more difficult than pangaea so I would prefer to get practice on one of the latter two if possible, and preferably with a non expansionist civ .

I'll be happy to go along with random map + civ ( we then have a 2/3 chance of not getting pangaea and we will still have to find out if it is !)

I would prefer a standard rather than large map since I am going to be a bit short of time to play but I'll go with the flow !
 
Welcome Clive & Danz.

Consensus appears to be standard size. Everyone cool with the Inca?

However with Clive1 still ongoing , work very busy and RL very busy I might have to skip the odd turn.

No sweat, just let us know.

I'll wait for 1-2 more players then get the party started. Hopefully we'll get a lurker or 2 to chime in. :crazyeye:
 
Standard is fine by me.

It would be interesting to up the number of AI civs from the "standard" number for a Standard map to something like 12 or 15, so things develop more quickly. Would that be of interest to anyone, or would that make us all "chiterz" :)
 
It would be interesting to up the number of AI civs from the "standard" number for a Standard map to something like 12 or 15, so things develop more quickly. Would that be of interest to anyone,

I like this, but then again, everyone knows I'm deranged. how 'bout 10? If I do that, how does 80% archipeligo sound? I'm thinking hannibal the cannibal for our civ. Thoughts?
 
lurker's comment: I truly considered it, but I just can't see how I could give you the time required, so not a sign up.

Obviously, more civs equals a higher tech pace. This will be somewhat offset by the archi map, for a while, but once contacts are traded around, it will require some good trading to keep up with the tech pace. As an offshoot to that, you will want to get the curraghs going early and often to play tech broker for as long as possible.

Any idea of victory goal? It could make a difference for the long term plan. i.e. - buy techs for diplo/histo/space or pointy stick for conquest/dom. I'm sure there will be some of both regardless, but just putting it out there.

Hannibal - Carthage - IND, SEA - Num Merc. Traits are good, but I might suggest that England would fit better for you. The COM trait will give you more gold, and less corruption, which may be good when tech buying time comes around. Additionally, I hate those really early UU's, but that's more of a personal preference.

Be prepared to use more combined arms than you may be accustomed to (see any thread Scout's in for details), as you won't have military superiority, and will be fighting equal or stronger defenders. The island map helps you here, as you may be able to target civs that are stuck on a mass w/o certain resources.

That's all for now, but I'm sure you haven't heard the last from me. ;)
 
Standard map with 10 opponents sounds good to me.

I prefer the diplo win, because i've never done bevor :D .
But i also play the others. Carthage is OK, but for diplo i would prefer england.
 
I'll get to work on a start so we can get this rolling.

EDIT: Screenie of our start is now posted. I went with 9 opponents since 80% water doesn't give us a whole lot of land.
 
my $.02 on opening moves - worker NW to hill, see what's revealed. if nothing good shows up, i favor moving settler SW which would put London on a coast and river with access to furs.

Unless there are objections, everyone will play the first 20 turns on their own, post their results and we'll vote on whose save to use for the rest of the game. Please post your thoughts on your opening moves before you start to play.
 
This seems to be the best decision, i would also move the worker NW for lurking and perhaps what i see, the settler SW.

I got it and post my 20turns cent tomorrow.
 
I was hoping someone would start another monarch training game.

Sign me up if you'll have me and that last slot is still open that is.
 
I love it, England on an 80% water archipelago map! If this doesn't encourage the development, of a strong navy, nothing will!

I can't wait till we get some MoW's out there enslaving barbarian galleys :borg:
Decomissioning those captured ships will be a great source of shields for our far-flung colonies :goodjob:

As far as opening moves go, my inclination would be to build London 1 square to the SW. This tile is on the coast (obviously) is next to two luxuries and has excellent productive potential. Not a settle factory by any stretch of the imagination, but we can find one for our second city. Building London in that spot will have the side-effect of automatically popping the goody hut 2 squares to the SW :rockon: with no possibility of barbarians running out, axes swinging (they never appear when the goody hut is popped indirectly by a settlement). This might get us a break early on, which would be awesome, especially if we pop a settler, or even a warrior for early exploration. The worker should start improving land ASAP, and I'm thinking that the furs in the forest 1 tile W would be a great place to start, although going one tile further to the grassland would also be OK. The only issue with that is that we're wasting two worker turns on walking around, something best left to warriors and boats (I hate the word curragh, it makes me want to caugh something up).

I can't wait to play this map, this will be fun!
 
@ keiji nice to see you again.

If this doesn't encourage the development, of a strong navy, nothing will!
You did get my name? :)

@ all - see post 13 - get your first 20 in asap so we can vote and get rolling.

Mine are done. I'll probably post later. Sorry no spoilers, but things are looking up
 
Is it too late for me to join? I need lots of work on diplomacy, and that is a very nice start location. Might have to occasionally skip a turn at some point.
P.S. My feelings won't be hurt or anything if it is too late :) .
 
@ viper & clive - see post in Clive1. Play the first 20 and post. Let me know how you want to work this. If scout doesn't find a trainer or 2, I'll slot you in full time.
 
Alright I played my first 20 turns. Probably not the best start we'll see, but overall a pretty good start. Had the bad luck to pop some barbs from a GH. IMHO they tend to be more annoying on monarch then on lower levels.

Shall I post a turnlog in a separate txt file so as not to spoil it for the others?

Edit: added the save and turnlog txt so I can go to sleep :)
 

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